/explore
|
You are here |
blog.demofox.org | ||
| | | | |
cowboyprogramming.com
[AI summary] A technical tutorial explaining how to create realistic destructible walls in games using parity mapping shaders to simulate bullet hole depth. |
|
| | | | | ||
| | | | |
leifnode.com
I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global |
|
| | | | | ||
| | | | |
csantosbh.wordpress.com
This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable... |
|
| | | | | ||
| | | | |
www.reedbeta.com
Pixels and polygons and shaders, oh my! |
|
| | | |||